Mediated Gameplay
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Can Modulate
Asynchronous Games, Coordination, Cooperation, Multiplayer Games, Negotiation
Can Be Instantiated By
Can Be Modulated By
Cameras, Communication Channels, Self-Reported Positioning
Potentially Conflicting With
Interruptibility, Social Adaptability, Unmediated Social Interaction
Imperfect Information, Perfect Information,
Interface Aspects
Mediated Gameplay assumes the presence of an interface that controls at least parts of how players can interact with the game system and each other. For this reason, it is a Interface Pattern. While many other Interface Patterns can be part of Mediated Gameplay they do not necessarily need to be so since the gameplay may primarily be done unmediated with only some presentations being mediated. Patterns which are difficult to support without Mediated Gameplay include Split-Screen Views, Third-Person Views, Tooltips, and Vision Modes. While Self-Reported Positioning also requires Mediated Gameplay it modulates the pattern rather than is created by it.
Narrative Aspects
Since Mediated Gameplay gives the design a possibility to control how players experience the gameplay and Game World, it is a powerful tool in enforcing Narration Structures and providing Surprises.
Consequences
Mediated Gameplay can make players have Limited Communication Abilities and when this is consciously enforced, it can lead to Enforced Player Anonymity. Even when players have good possibilities to communicate, the co-presence of Avatars, Handles, or Player Characters can give players the Possibility of Anonymity.
The use of Mediated Gameplay allows games to control information about the gameplay, and presenting the state of the Game World is typically the main responsibility for any game with a diegetic setting.
While the mediation can be used to provide both Imperfect and Perfect Information,
The mediation however also means that
Split-Screen Views, Third-Person Views, Tooltips, Vision Modes
Relations
Can Instantiate
Enforced Player Anonymity, Game Worlds, Imperfect Information, Limited Communication Abilities, Narration Structures, Perfect Information, Split-Screen Views, Surprises, Third-Person Views, Tooltips, Vision Modes
with Avatars, Handles, or Player Characters
Can Modulate
Asynchronous Games, Coordination, Cooperation, Multiplayer Games, Negotiation
Can Be Instantiated By
Can Be Modulated By
Cameras, Communication Channels, Self-Reported Positioning
Possible Closure Effects
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Potentially Conflicting With
Interruptibility, Social Adaptability, Unmediated Social Interaction
History
New pattern created in this wiki.
References
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